#blueprint
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which variable am i going to use?
what kind of mesh is it?
Try static mesh variable
thanks i'll try
how do i refrence the color and opacity of this text widget in a blueprint
#gaming #gamer #indiegame
This is a tutorial for how to change the widget text color in game via blueprints. This will allow you to change the color of text through gameplay elements such as low health or upgrading equipment. This is a quick tutorial and should only take a few minutes.
https://linktr.ee/justaguyproduction
so how would i make the alpha lerp from 0 to 1
however you want
timeline
tick
I think widgets get their own animation system
i dont know how to refrence the alpha tho
get a ref to the textblock, right click it, dig around
while loop 
yeah it doesnt affect it all
why do you have a while loop
that while loop will run all in 1 frame
you'll see nothing change over time
start with a timeline if that's available for widgets, or otherwise use this
https://docs.unrealengine.com/5.2/en-US/animating-umg-widgets-in-unreal-engine/
can i not put something like a yield return null in the loop somehow
just use the tick or a timer
just Tick -> change the variable
or
Event -> play timeline -> timeline update -> change the variable
for your use case you'll want timeline or the animation track approach
tick would be used for something that continuously updates "chasing" a variable.
ok i changed it however its still not working
which means the color and pacity refrence is not the one that changes the text color
so from my understanding this runs for each one of the gets ?
the parse into array runs each time ?
called once per White Exec pin i believe
well the parse into array is pure
i was here the other day and someone posted this https://celdevs.com/unreal-engine-and-the-hidden-pitfalls-of-blueprints/
and it made me rethink the use here
i could cache it, but i just made it in c anyway
but i just wondering if it ran for every get
seems like it based on the post
It works perfectly, thank you so much ๐
Hello, I'm having an issue with setting constrained components using a physics constraint. I have an object that I want to attatch with a physics constraint to my mesh, and I have selected a bone as part of the mesh component. But no matter what bone I chose, the object seems to teleport to a specific point in the floor that is not related to my mesh
im not sure how i would go about solving this
if I play as another mesh like Manny, it works fine, but the point on that spot in the map is still highlighted
I'm having trouble trying to work out how to get this GetPlayerHUD reference. I can't seam to find it anywhere but would it be an actual function somewhere? I need to change the reference?
looks like a pure function
are you saying because it's red, you need the right thing ?
Well I am just not sure where to find the node or section to change the reference, as I need to change it.
Reference viewer is disabled
how did you connect it in the first place ? and what is the other node ?
It's a template asset which I am changing the UI references to a new one.
is it red because you changed the pin ?
It's red because I am in the process of changing the references to fix the errors.
so break the link, how did you get it connected ?
i would think you changed the node ?
i'm not sure what your saying you have a function that returns something, thats not the right thing you need now ?
It's referencing the old UI "W_HUD" need to change to "WBP_MainHUD" but I think I am just going to rebuild the widget instead of making a new one. Will eliminate the need for this entire process.
well you probably will have to change the output of the function
you will probably see where it returns W_HUD
and maybe change it
looks like a function you made ?
or you downloaded the stuff and your changing it ?
if you changed the node on the right to take a different class now in HUD, then you would need to check that function and return the one.
Has anyone set an animation blueprint in a datatable and then pull it from that datatable and set it to the skeletal mesh in a character blueprint?
I'm trying to setup a characters datatable where a skin and animation can be set, then on spawn of the character. It pulls all that data and sets it. But I am having issues pulling the animation blueprint from the datatable
you probably just need to right click refresh it or File > Refresh all Nodes
if that doesn't work you can try deleting the variable and replacing it
or go manually over each instance its used and swap it out
hover your mouse over pins to see their types
Yeah refreshing does not work, going to make my life easier and instead of backing them up and making new ones, I'm just going to use them as is, which will eliminate this entire process.
just use source control instead of this odd backing up workflow
Does anyone have a good basic tutorial for implementing a doom/retro style weapon system? I just need something really basic, and everything ive found goes super in depth or uses C++
WHat exactly makes it retro?
Clearly not the implementation, because those old boys had to get their hands dirty in C
does Get All Actors of Class check EVERY ACTOR in the world to find the classes or does it already know the classes?
if i have 5000 actors and class Xmpl exists 10 times, does Get All Actors of Class Xmpl only grab the 10, or does it iterate every actor in the world?
and would get all actors with interface be faster?
Iirc it only checks every actor of that class, hence the filter
This function has its uses but there are usually better ways to go about things
Interface msgs are not necessarily faster but can be less expensive since they donโt necessarily load the actor right away. But you shouldnโt try to optimize prematurely.
I am having a hard time making a space ship do what i want. Basically i have a pawn with a spring arm/camera that tumbles around it with the mouse. right now the root moved with Add Force on the forward backward. What i would like is to have the rotation of the root/pawn/sphere match the rotation of the controller/camera. i think doing this by using "Add Torque" is a good way.. but i cannot seem to impliment it. SHould i keep trying this methos or just use to add control imput? I was it to be a spaceship and like keep rotating or moving if no opposite force is added (which right now works with forward backward Add FOrce)
i can get the difference of the two rotations (red - blue = green) and then when i feed green into add torque, the destination cube goes nuts
so as blue moves towads red, then green should get smaller, but its like the torque is not applying correctly
Is there a naming standard for Blueprint interface?
i have simplified it to 2 cubes. when i move the left one, source , i want the right one to apply torque or force or something (thats what i dont know how to do correctly) so that it wants to match the left one.
You mean the asset?
Yeah like WBP_Foo.
I'm using WBP_IFoo but I didn't know if there's something specific.
BPI_ fwiw. But you are free to do what you find good as long as you stick to it
Thanks everyone.
So BI_
Yeah we do BPI
As long as you stick to it, it doesn't really matter
There is also Allar's style guide that you should find via Google.
You can take inspiration from that too
Get All Actors With Interface is far better than Get All Actors Of Class because it doesn't create a hard reference wherever you're doing the call.
From my testing, it doesn't call every actor, but don't have hard evidence of that besides it not completely shutting down when using it sparingly in a huge world with 10k+ actors.
I typically use Get Actors With Interface for doing what you're trying to do.
GetAllActorsOfClass uses a hashed map to find the classes. It's not as bad as everyone says but still somewhat shows a bad setup. I don't think I have a single GetAllActors node in any of my recent projects
You could also navigate to native and open up the code under those nodes so you can see and know for sure. I havenโt used get all actors with interface before, I was talking about interface msgs vs get all actors of class
Having the Pawn use ControlRotation and modifying that via AddControlInput could totally work
And also you replied to the wrong person I think
Same, itโs more of a crutch for beginners imo, aside from a few exceptions
99% of the time, having a Manager Class/Component/Subsystem that has a list of those actors which add themselves to it and remove themselves from it via BeginPlay and EndPlay or similar is enough and overall allows for more control
What is the best way to have a main weather cycle and have it affect different parts of the game like foliage, terrain, npc mood. Is it better to have it a static actor blueprint that runs the whole time the game is up or what is better?
yes make it an actor
and for materials you would use a material parameter collection which you update within that actor
It would also require to have ability to retrieve how much time as passed inagme if the user closes and opens it later too, will that be possible too?
then you can use the values from the collectin in your materials
Ok
My confusion was there is a separate game instance that runs by default and heard few places that stuff like this is put there , but If I keep adding all things like this to the game instance, it could be very cluttered later on
that's why you would make it an actor
Was just replying to the convo sorry haha @austere ingot was definitely aimed more at their question
is it always like this ,when a solo developer no matter of experience makes a game,he thinks its a trash?
Or there is a point in experience if you reach it you consider your games good?
How do I call a superclass' On Initialized event? It looks like it doesn't get invoked due to my child class having one.
Ahh "Add Call to Parent Function." Wow that's wild.
is there a reverse of that function add to viewport like remove from viewport or something because i cant seem to find it
Remove from parent
thank you
the print string is calling so i dont know why remove from parent isnt working
Have ypunadded several of them?
I prefer letting widgets like that maintain their own lifetime
ive only added one
Are you 100% sure
yeah i only call add to viewport once in my level blueprint
During what event
custom event in tick thats on do once
no cause i dont want it called at the start of the game
I am after a branch then a switch node
Still weird
If you do PIE
And open the widget in question
When its spawned on screen
You can see the object selector in the top bar menu
Check how many entries there are
i have to make the player know what he need to collect and i have a lot of collectables,i thought about changing material ,but there are a lot of materials in the scene,i added a point light in the parent but it looks trashy
any sugestions?
Some sort of vfx flair
Overlay Material
Visual effect
Hzd uses sole vfx when in proximity
You can see it next to the target
With the triangle on top
Showing their 'category'
oh thanks,idk visual effect looks complicated,but a material is fine for my level ๐
i found this one,which i am trying already
done ๐
Neat
Hey guys. Can someone give me a few ideas why some UI elements are semi-transparent in playmode while they should be opaque as it's shown in those editor screenshots (the ones with with skill name and black background). Also there's some render order issue.
Ok, I managed to fix the render order, but i have no idea why they're transparent in playmode while they should be solid black :/
is solid black 0,0,0,0 or 0,0,0,1 ?
@versed sun 0,0,0,1
Every parameter with color information i could find, has alpha set to 1
Hey! Is there a good way to modularise blueprints for gameinstance?
In c++ we have subsystems, but is there some equivalent to it in Blueprints? I guess separate event graphs and functions in categories work - but I was thinking of splitting logic into a separate blueprint alltogether
Is there a common good pattern for it?
i thought i am a genius and can cheat a little and turned out i am dumb not genius)
i wrote this in every child overriding the overlap event,so if ineed to change smth i have to do it in every child.And this is because i was lazy and didnt know how to make an inventory system
and these are only the first ones,i plan to add more,and also 7 different levels๐
Do it in the common parent
this is how it works now
yeah there is a way definately,but i don't see it ๐
are you free now,can you join the vc?
If there is none , create one
No
Im never free ๐
Tied down to the chains of responsibility and parenthood
so the problem is i need to know what child i am overlapping with,how can i do this in parent?
You dont need to know which one
Any child of parent has the overlap event with shared functionality
Wrap it up in function and let children override that function if they deviate from the standard
yeah but this setup is not good,i need to display how many plants he need to collect ,each one now has its own variable in player
I don't know anything about multiplayer. When I increase the number of players up to 2 and play, I can move on server but not on client. The client is like stuttering or something. I don't know anything about replication. How do I fix this?
Ok, I manage to fix my transparency issue - my canvas panel ended up i some weird place, totally outside of my UI elements
The parenr has a variable for the type. Each child overrides with their specific type / name / whatever
so i dont need the amounts of objects in player?
i need to make one in the parent food and then what?
You do need amounts in the player still
i dont get it
is there a way to only open a level after compiling shaders has finished?
i dont want players to be looking at an untextured world for half a minute when they load into the game
How can u be compiling shader in package game anyway
If u r doing stand alone test u can ignore that bit
I assume there's still no blueprint accessible loading screen functionality
Compiling shaders is iffy, games tend to do that on the fly or precompile on startup
I created a new project with all the updated assets I intent to use. Migrating over the custom files from my old project, is it safer to override or not?
ideally I would like all the custom child actors to link to the latest assets (not override) if it's safe
There isn't any bp that do anything about loading screen. Cpp only
In package game u should never see compiling shader. That is something that gets compiled before u even run the game
U only see it in standalone editor test. Disregard that
No it's hardware specific afaik
For?
If you know the target hardware you can have shaders compiled for it
I know nothing about this. It's certainly possible to compile shader at run time but that will require intervention imo
In case of unreal out of the box, if u package a game u should never see compiling shader
Shaders need to be compiled differently for different gpus
Do you have anything I can read or able to replicate it?
Yea but this
Got source? I am interested
I'll find something just a sec
Cuz I can't get it to show up with my laptop or pc
not exactly what you asked for but still useful
Submitjobs function lets you request async compile of shaders
Ye but I'm saying I think it will require intervention, not something out of the box in unreal
Prob useful for games like modern warfare 2 when one need to compile shaders at run time
Returns the number of remaining compilations.
But out of the box, is that the default behaviour?
default behaviour is compiling shaders as they are loaded into memory I'd assume but I'm not 100% sure
I was hoping there was a docs page on this topic
Well can't say I understand how things work
It's just I never see the notification unless in stand alone pie test
I will read that. Ty
So it's run time then using the streaming method u mention above
Never know that
Must be really fast in packaged game or it already have cached shader map
well shaders only have to compile once so that definitely helps
I remember reading about some games just straight up spawning in stuff in the main menu to force shader compilation
honestly it is something you do notice
I remember Elden Ring having some hitches when some assets load in for the first time
๐
aah okay okay thanks
hey , when i play game in small screen my widgets stay same size
i feal like that custom event is using an axis value from the other event, not sure how that works
maybe its cache from the last value pulled out ?
which custom event?
so you run the event on triggered ?
i'm not sure what that axis value would be at the point that other event runs
because your pulling out of the other event
i have not done multiplayer yet so idk, just looks weird like that
oh ok
thank you anyway
Hello guys i hope every body is weeeeeeeeeeeellllll
i have a ezy to fix problem ๐
screenshots follow
thats my tutorial tirgger box but why it stops my enemys when collision is just on overlap? and not on block
more images follow
thats the enemy
because you're checking for an overlap.
you've said "set this thing to overlap only, and when it overlaps do X"
Can you explain this to me in a little more simplified terms? My English isn't the best
I don't understand exactly how should I set the collision ๐ฆ sorry
ok i got it
thanks
Anyone know the differnce between these two nodes?
constant "Tries to reach Target at a constant rate."
the normal one "Tries to reach Target based on distance from Current position, giving a nice smooth feeling when tracking a position."
I want to know whether there is a bp script for the recoil system of i follow virtus videos for fps shooters using tps template
Thank you!!
I had read the tooltips but read the same one twice I think
lol
thanks
@zealous fog i read in your profile that you are a game design student,from what country and what university?I am asking cuz i am also at game design
How do I make any game multiplayer in blueprints?????
So how do i make a roll a ball type game multiplayer???????
What is a roll the ball type game
There is a static mesh that you can move it by adding impulse to it
(My static mesh is not ball, a chair by the way)
Anyways multiplayer works by syncing (as few as possible) things between clients so the game looks the same for everyone
Replication ^
But i can't make it
So you have to replicate things
I'm no unreal expert but I've seen some checkboxes somewhere while watching others which allows you to replicate a certain variable or whatever
Oh you already tried something, why didn't you say?
yep i did something. Sorry for not mentioning
Crossing over like that not gonna work
Multicast rpc run on every players machine
Not gonna work
Also if u want to pass something via rpc u need to pass the variable
i didn't get it (sorry for my brain)
Multiplayer has many concept you need to see first
My advice is to ditch multiplayer if you don't have years of experience with unreal
Bp multiplayer is also very limited
Rpc, repnotify, authority etcc
You cant start multiplayer as first thing surely but mainly you cant if you dont know the framework
My suggestion at least
Rpc replication repnotify is the easy part too btw. Multiplayer goes way more than that
You can make multiplayer chess game or anything that don't depend on lag with bp if u can get past the replication part
Multiplayer is very very complicated, especially if you are new
But if u doing shooter and real time action with bp, I would just make single player tbh
So you guys are suggesting that i should use c++ when i am making multiplayer game?
You have experience or first project at all?
110% you can also ask the mod that does multiplayer game in #multiplayer
That's not to say bp multiplayer is impossivle
It's suffice for certain edge cases
Well you could but it sounds like you currently have trouble with general multiplayer concepts atm, maybe make some tiny test projects
It's not the first project but the previous projects that are made by me is so simple
Ive done a simple multiplayer game in full bp, its possible infact and im a junior we can say 4 years on ue
Were they multiplayer?
nope they were singleplayer
it's my first time to try multiplayer and i unsucceed
But as starter project i would say its a waste of time imho, or at least surely you learn something but its lime making a mmo as first game i think you should try to learn other stuff first
Maybe its a good idea if you are dead set on multiplayer to make some very tiny projects with multiplayer to learn single things
Making an mmo as a first game is such a bad idea lol, im following someone on twitch whos doing that, although tbf they have not actually made it multiplayer yet, they are trying to pitch the idea first so they don't actually need to do the network programming (which is smart ofc)
Yeah thats what i was saying, i was like that too but because i had no knowledge
But if the pitch doesnt go well they plan to make the multiplayer themselves which I can only imagine the chaos that will be
Well this guy is very dead set on making this game, regardlesd of what happens
Hes already been working a year, but this is getting more offtopic lol
Its easy to unsucceed if you dont know how it works, player controllers are only on server, and you have only your own on client, ui is present only on owning clients, i could write soo many things but you have to know how to move, where stuff exists and where doesnt, what you can call from client and what on server, etcc, i suggest watching the docs on how to make multiplayer experiences
Sounds like a scam tbh. If someone gonna pitch in mmo at least u want to see the networking part working
Real mmo take a lot of software enginers
As i know you have to compile the actual ue5 to make dedicated server stuff well
Yeah I know, but he wants to pitch his idea with a year of work he already put in to get money to hire the people who can actually make networking
I can verify that he has been working on it for the full year like he is putting an absurd amount of effort into this
Anyway, if you still here, i hate many tutorials but at least watch how the multiplayer framework works, whats on server whats on client etcc, you can also watch the ue docs online, it has everything, then you can see how to replicate stuff, and start with small things, then you can go on advanced stuff, my opinion, its your journey so you do what you think ita best for you
Agreed
Youtube tutorial is bad in general but for multiplayer is even worse
i watched some tutorials and they all do the same thing
I seen ppl spawning actor with multicast and everyone was thinking him in the comment section
I watched them on youtube and they were doing same thing
Some tutlrial is good like delgoodie but in general most bp multiplayer is a scam
Like sprinting using cmc in blueprint...
They never test it with actual ping. The moment lag is introduced the game is unsurprisingly broken
Agree but some simple things can save a bit, like just whats on server and on client, some basics, even because actual frameworks doesnt need to be used specifically like ue describes so its all a โthis is how i do itโ
what is cmc? I've seen it somewhere in reddit but i didn't get what is it
There are a few that is good but those are already pinned in #multiplayer
Character movement component
Yes
oh sorry ๐คฆโโ๏ธ
Prob best to read the pinned articles by exi and wizard cell
Those are the best gem u can get to start with mp
Good luck anyway
thank you for all yours suggestions
Dont surrender hahaha
Is there a way to use Event Tick selectively? Like if I want to draw a line trace on keypress but not all the time?
can someone join the vc i have a quescion about inheritance,parent-child
I COULD do this but I'm just curious what alternatives there are
doesn't an event dispatcher just call the function once though?
Hey everyone, I have a synty pack I'm using and wondering the best way to RANDOMIZE a bunch of aspects of a character (name etc). I am using arrays with the static mesh, mateirials, name etc and picks at random but is this good for memory having all those references not being used
Set Actor Tick Enabled, if your looking to disable the whole class.
I was concerned using that node would affect other parts of the class beyond Event Tick.
Well yeh it should stop physics and such, anything that uses tick.
Using a single bool on event tick isnt too bad. If you're super concerned around performance you could make the function in c++
set actor tick enabled does not affect any components or physics (physics don't run on tick)
if you need event tick you can do it in a component and toggle that
you want to linetrace every frame only while the key is held down?
I have an interaction component that linetraces every frame and I just deactivate the tick when it's not needed
Enhanced input -> triggered should run every frame
though I want outlines when you look at something so it is running the majority of the time
speaking of, currently, I compare the new hit result against the last one (with an outline) and if it's a different actor/component I remove the outline from the last one
is there a better way to do it
Tick optimization has a big depth but disabling tick doesnt disable physics calculations which are managed by other components, the only thing tick is related in physics in an actor is for tick groups, which is a very deep optimization that i dont think many of you need
Explanation of the ticking system used to update Actors each frame.
This is explained here but not your case, just for the misconception that was given
Tbh i would do like he said with trigger on enhanced input or the timer, disabling its ok but doesnt work if you want to use tick for other stuff
Yeah i used to do like this, i think its easier like i send now, wait a moment i send a picture on how i did it
its taking a moment to open the project hahahah
Why does this print "Server: NO MOVEMENT" but can my clients still move around freely? I expect the server to block the client from moving because of this. How can I make sure a client doesn't move?
Adding this doesn't do anything either
im not an expert on multiplayer, im still learning it, anyway i think you have to run a "run on owning client" event to disable input
like on disable input you run a "run on owning client" to do disable input
not all the event
but we shouldn't trust user input - i can make the client perfectly not send input based on state, but if someone runs a hacked client the server shouldn't allow movement
the thing is that you are deciding when the player cant move but you are setting it on the server not on the player, player doesnt know if you dont replicate it, the server should validate inputs
i think posting on #multiplayer have better experts tho
well thats my point exactly - I'm setting the servers' client movement input to "disabled" - so I would expect my clients to try and send input but the server shouldn't allow that (and the clients should look all jittery, snapping back to the servers' actual location)
right now i can see my clients moveing smoothly on all clients ๐ฌ
when I run "AddMovementInput" on the client, and the server receives that, it should say "nope - your input / movement mode is disabled, i disregard your movement request"
(thats why I've put the "switch has authority" in there, to test)
btw has authority shouldnt change anything
because the event onpossessed is a server only event
you can see it on the icon too on the event
yeah the input is hooked to 2 things (possessed on the server, on rep state on the client)
oh gotcha
so yeah I'm trying to figure out how to make the server authoritive in not allowing input basically ๐ค
btw you might need to watch a bit better also the multiplayer framework, i mean onrepstate is called where and when?
onrepstate happens on clients only when the state is changed (the messages show that it works in time)
its not a replicated to server event etc... its not well made, also if the state changes if you dont use repnotify might be not in sync with others if has some logic
this is what it shows when I remoev the switch has authority, and I can now indeed not move the character from the client
ofc, the disable input is called on client this time
wait, i can -_-
depends on how you do it, i cant understand whole code like this
I'd appreciate that
It did open now, i send
https://blueprintue.com/blueprint/pxqp07dk/ for interaction trace
https://blueprintue.com/blueprint/5letaqdb/ focus
Currently I'm trying to "filter" an array by if a boolean variable of any item in that array is true. Is there something I can use to do this or do I need to build it myself?
hi guys why the enemys stop moven?
they have the same collision settings like my player character
screenshot of the trigger tutorial text box also in my post
I do like this basically, I just have the linetrace, i save the actual interactor for the call for Interact event, then I call the interface SetFocused which has a retriggable delay, that means that if in that 0,1 seconds its not called again it just automatically runs what after
Because it keeps retriggering so it doesnt complete until i stop focussing that
if you did like you said you should on the does not implement interface also call a function to remove the outline etc... or check if its a different one if it is then remove the other outline and add to the new
also trace channel TraceTypeQuery3 is a custom Interactable trace channel i made that didnt get copied
did they move previously?
yes normaly they move
when i set the collision of the trigger box for the text off they move like fish in the water
Not sure, I might just iterate on them dont think its a filter function in BP
Sorry I dont understand
ah so you use a retriggerable delay, that is cleaner but it still feels icky ๐
Yes, they move normally like fish in water without the trigger box from the tutorial text
mmmm.... something with collisions settings?
affect navigation?
i have never done anything 2d related so i dont know if you use navmesh volume in case the collision might affect navigation
otherwise might be the actual collision settings that blocks the enemy and overlaps you
Yes, that's why I photographed the trigger box and its collision settings
If only they had the same settings in their collisions as the player character...
Do you think its because the line trace of the enemys?
oh didnt see the collisions ๐
from the enemys? but i think if they have the problem why the player character dont have the problem
becuase my player can move insinde
*inside and so
you have to debug what they hit with the linetrace then if you use a linetrace
i use a line trace for the enemys maybe its because of that ?`waht kind of info can i give you to get help ^^
ok let me check
also try to set overlap only on the class you want to overlap and ignore others
like pawn, you dont use destructibles, or just visibility camera even if it shouldnt be a problem
just cleaner
okok i set now the line trace for duration but cant see it ingame
also if you think it might be collision you have to try to set all to ignore, then see if it's the issue if its not its not collision relatedc
ohh no sorry i see the line trace
yes thats it when i use ignore all collision they move
but then also my player cant overlap it
no text ...
now try with overlap pawn
ok they move now but no text because i dont now why?
Enable / disable tick, gate , branch... typical flow manipuรธation tools
Oops, im late to the party.
when does the text appear?

im not sure i mean the player has also a Pawn as collision
i try it with all collsion enabeld types... but they block the enemys by movement
very tricky problem maybe i need to ask my teacher next weekend ๐ญ
This is what I was able to come up with
I am trying to follow a tutorial and cannot see the option for the Item pin.
On the create node?
Yes
The variable must be instance editable and exposed on spawn
How do I do that?
The guide says to expose on spawn but there is no option for this in the details of the variable
Depends on what you have to do you can do a helper function that does that instead of creating an array, like getUnderConstruction pure function and return the array which id essentially a local variable to return at the end of for loop
On the variable under the type should be present 2 tick boxes
Instance editable and expose on spawn
Is that a variable on the widget itself or on a function on the widget?
Im not sure thats the right window
Is there another window to create vairable
NP but god bless you for the try to help ๐
This is the guide
On another widget I am trying to create this one and feed in the item so it knows what to pull
Hope that makes sense.
The option is there for other types but not this one
Sure
About the blueprint
Hmmm... tablerowbase....
A workaround is to just make a settter function for itz and call that right after creation. Whatevers on construct that relies on this info can just be updated in/ after this function
Why isnt my screen mode getting changed?
when I put Print String at the end of the cycle (after Get Game User Settings), it prints the value correctly but it doesnt want to set it
Oh, right. Adding this node worked. Thanks!
Hi!
I want to make, that the player stands still, but the camera rotates 90 degrees when clicking the button.
At first I wanted to make that using Timeline, but that's not working
Any ideas? I'm new in UE5
when i want to line trace in a UObject blueprint function, what exactly do i need?
a reference to the world? but i cant find a way to pass a reference to the world
i can pass a reference to the actor, but the actor alone doesnt seem to enable me to make a line trace
to rotate 90 degrees you first need to know your characters initial rotation and add 90 degrees on the z axis to that. If you want the rotation to be smooth you drive interpolation using a timeline
You can have an actor that has a function that does the teace and returns the result
yeah that makes sense
I want to use "soft object reference", if I use it on blueprint, will it help?]
How could I reuse a blueprint in other blueprint?
I'd want to transform these nodes into a function or something that I could hook up to
Okay I found something. What is a difference in converting these nodes to a macro vs converting to a function?
a function needs to run in one tick. Macro will let you use latent actions
there are other differences but that's the main one
whats the difference between these 2? What do you mean by latent actions?
things that take longer than one tick.
a tick = a frame, so depending on your framerate it'll be 1/120 , 1/60, etc.
in this example it would complete in one tick I guess
then function is fine
you could maybe try get viewport size, break the struct and divide the X and Y by 2
Does a "DoOnce" node only apply for each function call or is it during the entire life of the object that holds the function?
once per runtime, until Reset
by runtime are you referring to runtime of the function or entire program?
when you hit the Play button
the entire program
ok thanks
nevermind, I cannot use function. I need to use macro
then you'd plug that into your end location, but you'd need a Z. but if by center of the screen you mean what the char is facing, then better to use the fwd vector
well i mean something like this ? i need to * with forward vector also somehow right
like I said, it depends on what you mean by center of the screen.
yeah well baiscly i want it working like a 3rdperson shooting settup
shoot at crosshair*
basicly
if you mean from the char's perspective, then just get the char's fwd vector, x by how far you want to trace, add it to the char's location and that's your goal location
so not linetrace towards the player hud center really*
well i want the rotation included also i mean
no, you need to add the result of the multiplication to the current cam's location
feed the Sum to the end goal
read my msg again
How can I make a "motion blur" option in a settings panel?
I have a checkbox for enabling and disabling a motion blur but how would I connect it to the actual PostProcessVolume that exist in a different level?
How could I save UI values to the other scene?
I just use execute console command r.MotionBlur.Amount
Thats not flexible tbf
What about aliasing? What about vignette? If I'd want to configure every PPV property, I cannot use console commands
Layered blend per bone (spine_01) causes the affected bone(s) to scale to 0, no parameters in the node fix this โ any ideas?
I apply whatever I can with UGameUserSettings
it has anti aliasing quality
but setting the method? console commands
turning on DLSS? console commands
What about custom world settings? You cant use console with that
aren't world settings and post process all just overrides of project wide settings you can set from the console?
I think so but might be wrong
but I got all the settings I need that way at least
I dont want to go into the console's rabbit hole if I dont have to. I'd like to use something else
Something more transparent
UGameUserSettings can do a lot and helps with saving/loading
I don't think you can apply other settings without console commands though?
You mean GetUserSettings? Yeah, I do use it for vsync and resolution as that is the only way to actually set these properties
in blueprints at least
you can of course adjust post process on a camera or volume, you'll just need to get a reference to it in your instance where you load the settings, but adjusting the project wide post process seems like the better approach to me
any other post process settings are just an override of that
The thing is, the options would only be available once in the main menu. No dynamic changing afterwards. So I cannot get the reference to PPV because it doesnt exist yet
it doesn't matter where you set the setting, you just apply it when the level loads
I think for settings it's a good idea to store them in a json config file
you can do that with blueprints
Redundant for my use case
there's a plugin called "json blueprint utilities"
How would I save it at all?
^
if you don't need saving store settings in the instance
Apart from creating any files
in a class maybe?
save game object but they create files as well pretty sure
json is just nicely editable as you'd usually want settings to be
you dont need to write a file every time you click a setting, you do that when you click on save settings
It would need to be a static class but that would seem like a lot of trouble, no?
Im not creating an fps game where setting up configs is the core functionality of a game. I want a small settings system that can be saved throughout all levels
I dont want to create a file at all
The data can remain in the app. Not saved anywhere but in the memory
Thats all I need. Thats all I want
then put it in the game instance
Instances would reset when you change levels, no?
no the game instance persists throughout the entire session
Okay, how would I save it in the Game instance then?
add a variable to it, set it in the settings and get it wherever you wanna manage to volume
Hmm, okay. Will try that
anyone know why?
Where are you calling the begin play
sorry i got it to work
does anyone know how to make my NavMeshBoundsVolume show? Everywhere I look says to push P but when i do nothing happens
Ugh my brain ain't braining. Can someone help me cross the road here?
I have two game modes, there's a small chance I might have a third eventually. What I want is to have a pure function that returns whatever the current game mode is being used in the level. So far I have what's in the screenshot, however this is ugly and forces the caller to then figure out what output to pick. What I was hoping to do is to return just a generic reference to whatever the game mode is from this function. Now.. if GameMode vs GameModeTown are diff types for that intent, I have no idea how to go about checking which one's being used and only returning that as a generic ref that a caller then can rely on as a single output from this function..
Unless I do this..
Hmm..
#gameplay-ai question but you have to click the empty space in your level first. And if it doesnโt work go to Build -> All Paths first
ok sorry and TY this worked
P is just the keybind for the showflag
oh wait it's answered
but yea you can set it with the console and the show menu
ok ill have a look into that!
Hello all, a quick question, is it an obligation to Cast To BP_Hero to get my vars there to bind to a text in a widget ? It seems I can't use Interface in a BP_Widget to get my vars, i don't like this cast technique, if someone got another solution, thanks !
use the native HUD class
it gets instantiated anyways
mine creates the hud widget and manages it, and I communicate with it using an interface
you can also get a reference to the HUD from the player controller
so it's easy to access
Ok i'll try a HUD Class, thanks
Or i'll cast once and make a reference, good to start, will see later the optim
Hi All - probably a simple thing, but absolutely driving me nuts. How do a get a reference path to my selected actor? For example for my selected actor, it should return "Content/Test/TW/Wet_Well/Cassion/WW_CAS_L8" , but instead it returns "[StaticMeshActor_UAID_18C04D91DB00C7DA01_2002680411] /Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap:PersistentLevel.StaticMeshActor_UAID_18C04D91DB00C7DA01_2002680411". I am running this blueprint via an Editor Utility Widget. Any help would be much appreciated - thanks
How can you get random animations in Threadsafe AnimBP? I can use RandomArrayItemFromStream. Then it always plays the same anim
Nothing wrong with nested if , don't use sequence
Cast if fail cast if fail cast
Does anyone have a link to any youtube vids or tuts for modifying an aactor/components height and shape? Im trying to somewhat morph a wall after certain triggers and cant seem to quite figure it out
Quick question i ran into an issue were suddenly some of my actors dont work any more. but just one node. Spawn actor. I thought it might be some weird stuff like a thing not loading or a bool unchecked. But when I just spawn actor from class on begin play it fails (nothing else just that). I then try it on a new empty actor and it some how works as it should. any idea if this is a known issue. or if this is a corrupted file in some way?
add print strings and see if all steps are printed. If they are but something fails, reproduce it within the same project in a fresh new actor. Sometimes the cache is corrupted and you cannot recover it.
@frosty heron have you had any luck with the "push collision" topic since last time?
Never had the chance to touch it. I'm not touching unreal till I finished 26 chapters on learncpp.com
Altough I thought you figured it out?
I think you tried add impulse on tick, does that do the trick?
give game modes a tag - get game mode > get tags > switch on string
^ scrap that, game modes cannot be tagged. You could have a parent with a tag variable and the children will inherit and have their own tags
it did and I refined it by using the weight property. So now it checks if weights are similar or not and then the velocity
@zealous moth thats the wierd thing i tried that with the print strings everything checks out. It says actor is just invalid, obviously it wont spawn if invalid. but why is it invalid? That's why it just tired on begin play spawn actor and only that and it still does not work. and on a fresh actor its fine.
if it's an actor difference, then the cache is corrupt
scrap the bad one and use the new one
an no, you cannot recover bad cache, I tried
hmm, shoot there is a couple of actor that are having the issue and they are a bit complicated. I am sure i will bite the bullet if i have to at the end. Maybe its from me zipping it up and saving a back up to g drive?
I am moving my character in the X-Y plane on a surface that varies plus or minus 25 in Z, but the transform places the character under the surface geometry every time. How do I set it to land on top?
Is there any way to Animate the Cable Component based on a Spline?
Guys, I need to have my character's head rotate towards where he's looking at, how to do that please ?
Control Rig or a very simple IK. Look up on youtube, tons of tutorials
Question for anyone thats familiar with common ui. Ive set up my input data to use my click and back actions that are defined in my input action data table and my input data is then assigned in my project settings. All of this is set up correctly - I've triple checked it at this point. The back action is working correctly for the key I've assigned it to, however the click action is not. I have set it up to work with "Enter" , but for some reason its always using the default of "Space" and "Gamepad face button bottom". Even the common ui overview live stream from Epic that was created over a year ago wasnt able to get the click action to work lol. Is there possibly a setting im missing somewhere or is this just a bug that hasnt been fixed? The back action is working fine, no matter what key I assign it to. Its only failing to work with the click action.
Anyone know how to make it i can have certain buttons be disabled and i'd have to lets say interact with something else to allow the button to be interacted with but some other ones are able to be interacted with from the start? I was using this tutorial for a key and door system but instead of using a keys for doors im using buttons for doors https://www.youtube.com/watch?v=Bcle9sSS4Oo
This is how to create a locked door and key system in Unreal Engine 5. This allows you to have multiple doors and multiple keys in your level, with specific keys opening specific doors.
Get access to the project files and more on my Patreon: https://www.patreon.com/MattAspland
Check Out My Game Studio: https://www.copagaming.co.uk/
#UE5 #Unre...
basically i just want to have one button that's is sparking and not functional, but all the other buttons are working, and if i turn on say a generator or something it re allows me to interact with the button and stops it from sparking
button has a state dictated by a boolean, if it's true allow interaction with the button
generator activates button, button activates door, you can do that with one interface function
ok i have the boolean for IsFunctional, do u know how i can make this work separately with each individual button, im kinda new to learning unreal so im not exactly sure how to modify my existing bp/buttons to make it work
uhh im not sure i just have one bp for my button and at the bottom is how i make them only work for the door its assigned to
yea those are three instances
if you change the variable in one of them it won't affect the others
wait where do i change the variable in one of them? if i change it in the bp it seems to affect all of them
if you change it in the class BP_Button you set the default
when you drag the class into the level editor you have an instance
you can change the initial state of public variables in the detail panel like you're doing with the Door reference for just that instance
OHH do i need to set the variable to instance editable and expose on spawn to checked?
the BP_Button in your level is basically a child class of the BP_Button in the browser
each instance is a unique one
the little eye icon
you can abstract your interface more, instead of press button you can just have an activate function and every actor can interpret it differently
e.g. when you activate the button it allows interaction and when you activate the door it unlocks
only make specific distinctions when you need them
how exactly is a matter of preference, but having a unique function for every little thing gets messy real quick
oh so instead of making like a bunch of different functions like press button for buttons or switch lever for levers ect. i can just make one called like activate on each bp? and assign them to different bps that they can activate?
yea using such abstractions you can stay flexible and use any kind of switch to activate any kind of device
all switches would just send out an activate interface call and all devices would implement it in their own way
ok nice! So basically it would be like, i'd have a door with the activate interface and in the button bp i'd have the Activate function with the target as the bp door variable, and on the button bp i'd select the door id want to communicate with, then on the button i'd have the activate interface also and in my generator bp i'd have the activate function with the target as the bp button variable?
hopefully I'm understanding this correctly lol
Yea you can actually just make the door variable a generic actor reference and call it "target"
like this right?
do u know why it says get door on the bottom still though?
Search results probably just don't refresh
heya, sorry for the question but my brain is fizzled out and I now turn to others for help. I'm trying to set up a blueprint for an actor that basically checks if a certain actor is present during a level. And if the actor is present it does nothing but if the actor isn't it creates said actor until it doesn't exist. any tips or suggestions?
I'm not sure to understand.
this is a quiz and the correct answer is array 0, if the player picks anything else i need the engine to act as if they've pressed 1 (which is already mapped to take damage)
it should be really simple but idk which nodes to use ๐
sorry um, the best way I can try and make sense of it is like you are trying to see if a box is in the level. when this box disappears it should just create another box in it's place.
What about having an event inside that box blueprint, called "Destroy" box, and when it's called you just hid the mesh and disable its collision, and enable it back when you need it ?
Just call "Apply Damage"
all those squares are seperate objects, in blueprints how would i get the vector3 location of each square and add it to an array
the condition is what im having trouble with. it should be this but idk how to script it. sorry for the noob question i know its such a simple thing to do ๐ญ
Where do yo detect which answer the player chose ?
it doesnt detect yet. thats what i need to do. i assume it'd be happening under condition
Get a ref of your parent static mesh > GetChildren of it > ForEachLoop through that array > In the loop body, get your element through the pin given by the for each loop and use the "GetLocation" node > Save it in the array you want
How does the player chooses ? Is it a UI thing he needs to click on or he needs to write the number somewhere or something else ?
oh yeah it is a ui thing he needs to click
thats what it looks like. first one is the correct one
Create a variable on your BP_Character of type integer and call it something like "answer", and on your UI blueprint, when he presses a button, you get the player character > cast it to your BP_Character > Get the "answer" variable > Set it to the value you want.
Then in your BP_Character where the condition you showed me above is, you do > If "answer" == 0
Isnt that mostly overriding some bone rotation?
Why is my Widgets Acting like this ?
the first screen is in Editor
the 2nd one is in game
Sizewise its all messed up ??
perfect res vs imperfect res / scaling
yeah but how can i adjust that or whatever
aeverything is default
DPI scale 1.0*
set to 16:9 1920x1080
thats what im testing on also
pixielsnapping also doesnt help
they even seem to be unevenly distributed , which doesnt help imo
right and left side...
i'd keep them all the same size
and adjust the border so it fits
they are ๐ฎ
they're definetly not
oh true mb
yy left was 9 right 8*
intelligence is 6th row, and matches with defense, which is 5th row
9 is also just a tiny tiny size
especially if scaled down further
the res shown in editor is way higher than what you have in game
like... its probably full hd at any scale ?
the "0" is 74 pixels across in editor vs 8 in game
not sure if you can make the edtitor look like it will do at a given res in-game ?
i mean it should ?
It clearly doesnt
yeah but this is weird
aye
Hey blueprints channel hivemind. I'm super new to UE (just started back in the beginning of January), so I'll try to articulate my question here as best as I can, but I apologize if the way I'm describing it is off. I'm mostly just looking to be pointed in the right direction of where I can learn how to do this myself.
I'm prototyping a game where the main mechanic is you have a cat which can hunt small animals, and you need specific animals to solve puzzles. The levels are set within urban places like a subway station. You'll tell the cat to go hunt and it'll start to slowly pathfind its way to a spawn point which has an X percent change to spawn the particular prey you want.
I tried looking for tutorials on things like getting a dog to go fetch, but there's not much out there for things like that. This is all very much inspired by Rule of Rose, if that isn't immediately apparent lol.
Anyway! I appreciate y'all. I hope this isn't too ambitious in scale for a first project. 
Thereโs not going to be any tutorial for something that specific, break it down into different parts and youโll be able to find solutions. For path finding, you might want to look into #gameplay-ai and EQS. Thereโs a pinned video there that goes over those, 5th pin iirc
I don't know ๐คทโโ๏ธ as I never touched that kind of stuff. So if you know please guide me ๐
Sounds perfect! Yeah, I also found in the asset store that someone had made a dog companion that can fetch, but I figured it would be better for me to learn how to do this myself rather than buying it and struggling to make it work for my purposes without a solid understanding of what I'm doing.
Good morning from Spain :). Could anyone tell me a course on YouTube to learn Unreal from scratch, please? I was following the gamedev.tv course but it's crazy to keep up with it :S
Look up your first hour in Unreal, on the epic learning portal
And gamedev.tv is crap so good choice
The portal also has some great projects like stack-o-bot, that are sort of guided follow along projects made by Epic
Thank you.. .let's go to Unreal website! ๐
I looked at those links but only saw things that seemed very advanced or C++ stuff. Sorry, maybe I didn't look properly :S. But knowing that there's a guide on the Unreal website, I'll go for that ๐
Wow... I can see it in Spainish too! Thank you again, Laura! ๐
Spanish
Good morning from Germany ๐
Last question about the paths of 'Video Games' or 'Film,' which do you think is better to work in? I really like both ๐
๐
Just pick whatever you want.
If you are doing it as a hobby, why not both
If you want to go into industry however, you'll need to eventually pick a specialisation.
Hello everyone, I have a question regarding the LaunchCharacter node. I would like to push the mob to a certain distance, so that it would be like pushing away, and not teleportation, and also without SimulatePhysics.
Any ideas on how this can be implemented?
My idea is to enter the industry, or at least try, because I'm already of a certain age. I come from programming and was feeling a bit burned out. I like video games, and I like what is done in film with Unreal... that's why I wanted to consider the best path considering my real options (I'm 45 years old XD). Maybe working on my own... I don't know :S
Definitely have a play around and see what you enjoy in that case then.
See if C++ in unreal is your jam, or level design, or game design. See if something in film is what you enjoy, then just hone that.
If you want to work solo, it's a bit different as you wear many many hats
I think that depends on your goals and how much interactivity means to you. Of course there are games that are sort of a hybrid between the two because they really try to deliver a cinematic experience. But interactivity brings with a lot of unique considerations, such as game feel. Stuff that usually is fairly invisible if you do it right. If all that feels like a headache, then film is probably the way to go.
For me, I'm obsessed with all that stuff, so that's why I'm pushing myself to learn it.
(I'm an artist and not really a programmer.
)
"For me, I'm obsessed with all that stuff, so that's why I'm pushing myself to learn it."
Both things? I like both too, but there's a saying in Spanish that goes 'El que mucho abarca, poco aprieta'... I think it's impossible to translate :D. That's why I wanted to 'focus', but if the courses on the Unreal website are not very long, maybe I'll try both things. And I won't write anymore because I want to leave you all in peace! ๐
Enjoy! That's the important part.
For now I'm working on coloring in some concept art before I get back to learning this AI pathfinding stuff. 
hello guys , when i use this node to move the actor throw projectile it snap the actor to last position not moving throw the projectile path it snap's it.
Hello! I'm making a fishing mini game that occurs when fish is hooked, and want the player to have to click when a visual circle reaches an indicated spot around the fish to successfully capture it! Any suggestions on how I could get this done? Kinda like a rhythm game mechanic
any idea why i am getting an hit on surface, when i set the collision response of that actor as ignore. I m doing a sphere trace in a custom trace channel and the actor its hitting has the response of that channel to ignore yet its still giving the hit. Its actually a geometry brush if that would make any difference
If I construct a UObject in Blueprint do I need to save it in Blueprint variables or anywhere so it is not garbage collected?
IIRC you do need a reference to it somewhere in order to keep it from being garbage collected
mmm, I know how to create a weak ptr but how do you create a soft ptr?
Soft object reference,
Can be picked from the dropdown menu where you pick ref or class var
Theres also soft ref and soft class
why its this not working? im trying to do a "slow zone" but the speed just doesnt interpolate it just jumps
Is this on tick?
This looks wrong
You want. A static target speed
Not one that moves with the interp
Or you may not want interp at all
Right
So you just wanna adjust the max speed
And let the vehicle act acvordingly.
Is soft ptr in blueprints the same as TWeakObjectPtr In c++ terms or are they different?
Nope they're different. Softptr is just a pointer with an asset path
Weakptr just forces your to check and claim ownership of the ptr before using it
i tried the "get max speed" and when i print the value its just says 0, (so it just wont work if i adjust max speed since car can reach 300+ with max speed at 0.0 apparently) so thats why im using linear physics
Thanks for the answers guys
how are you moving the car ?
chaos vehicle
so it runs on physics
yes
i would guess there's still some throttle limiter , if not speed limiter directly
and some rpm range i gues
but decreasing torque going 120 wont slow the car down
do you know any c++ ?
all i could do to limit is rpm/gear ratio/torque
i dont, no
how many here jhave released their own game ?
what does that mean?
not much atm
trying to see if there's anything we can add to grant control of this
it wouldnt slow down but
if you'd apply breaks on the slowdown while speed > maxSlowSpeed then it would all be handled
im tryna explore the braking when overlapping
but idk what im doing but doesnt seem to work
interpolating are my enemies fr
we dont need interp
then how can i make the 0.0 brake input to a 1.0 smoothly
tried the easy node too, but im too dumb for that tbh
2 vars, a bool and a float
a function in the VehicleAdvPawn or whatever main vehicle bp you use
In the slowdown BP
another small function in the car bp
yeah car aint slowing down, seems like i gotta check the main car bp to see why the throttle input its always 1
probs a error i made not urs
imma check all bp's just in case
On Tick
On Throttle
works ok now,
I'd prefer not seeing the "jitter" from the speed surpassing the speedlimit and brakes hitting in but
it is what it is
tbh imma copy what you did and then try to understand it so
so it only breaks when the speed is above speedlimit + 1
Looks alright
this is if we are above the speedlimit while entering
i might need to check wtf i did wrong cuz my car just starts reversing on its own without overlapping xDD
yeah now it not moving by itself, i was missing the And boolean
imma check if everything works
yeah it works, ty i couldnt up come with everything myself
now ill try to add a lil math to the variable of the speed limit in the slowzone so i can convert the mph to kmh
I need to make a feature that manages the rabbits of all players in my game. Where should i make this feature?
Seems GameState
Or gameinstance?
Game mode?
*1.62 iirc
1.609* mb ๐
I might now the answer but how bad is it to do this:
Like this gets called every tick, I can't imagine this being a sane way of checking stuff
๐
How can I get Game Instance blueprint in order to set custom variables in it?
the only Game Instance I have is a non-modifiable C++ class
make your own
Creatw a new bp subclsss ^
oh, well. Okay
as the Default GameMode field?
no, bottom Game Instance
Then you can Get and Cast
by the way, is there a way to get an actor from a level by reference without having to get all actors with the same class?
Depends
You can set it up through a common bp
Usually you have some sort of interaction between two bp's if they are ment to... interact or react tho
How do the actors relate to each other?
hey guys, does anyone know how I can fix the camera after the servertravel? I want to make a blackscreen immediately after the loading, but it always first show the whole map as you can see from a weird perspective
one is a main menu widget blueprint, the other is a post process volume actor in the level. The only relation these 2 have is that main menu changes the PPV settings like motion blur
Ppv sounds player spesific
You could use game instance as the mediator
Then it survives swapping levels aswell
yeah thats why I need a game instance
Doesnt survive termination of the game tho, so at some point you gotta sace and load
Personally id just skip right to the save / load
One less bp involved
I dont need to save these options anyway. They should only be remained in the same game session
so doesnt matter
Is it possible to check and uncheck a single setting in PPV? When motion blur is enabled, the Amount is checked with default amount. When its disabled, the Amount field is unchecked
I see I can only set settings with value but I dont see an option to even uncheck these settings
hey all, why her feet stayn at place? i guess abp work correct and its related to blendspace itself but idk
When i start my game Unreal engine crashed, and this message show up. Can someone help me?
#ue5-general would probably be a better channel for that
Is there a better way to do this? Unparenting a widget and creating it again seems like a huge waste
You know how some games have a "investigate" mode? Like you get to click on stuff with your mouse, but can't move or take any of the typical actions inherent to normal gameplay?
I tried making that, but its a bit of a bugger cause i want it to be on key press. But if I disable input on the controller on pressing that key, I cannot toggle it off cause - well, I disabled all input. What's a decent way to avoid this? Would it be possible to disable the movement enhanced input action temporarily or is there a way to disable actions with exceptions?
Or would a saner way to do this be something like:
1: Have one mapping context for normal stuff and another for interacting
2: Swap them on key press by using remove/add mapping context on key press
Hate to be that guy the just joins and asks stuff right away. But for some reason whenever i try and make my drawers interactable they open fine with the key selected except they want to fall to the floor on opened instead of staying on the y and just pulling open. Any ideas? Do i need to constrain the drawers?
how do you open them?
if they are simulating physics you may want to constrain them, yes
and that would be inside the drawers themselves what would i put for that in bp's? Never had to do this quite yet so my bad.
i did want to open them by clicking and pulling but had to settle with a simple f interaction lol
whenever i change roll, pitch it also changes yaw. using setworldRotation. I want to fix yaw value at 0. Any leads please
i would disable physics on them and just set the mesh location in that case
Yup turns out the best thing to do was swap IMCs
god bless my lack of unreal knowledge
im bricking it lol physics were already disabled but now on start they all fall to the ground XD I shall go do studying on this topic
Hey guys.
I'm trying to make a button with consistant edges on the left and right side. (hexagon theme)
I want to keep the inside angles at 120 degrees like shown in the picture.
I used a Hexagon.png image and draw it as a box with margins to not alter the left and right. Which works fine when I make it in its own simple test widget.
If I try to do it in my actual menu It looks like below though. How do I avoid this stretching?
I can NEVER figure out if I need to wrap it in a scale box, size box, both, none of them, or if it is an alignment option or something?
I've marked my progress bar "Is Variable" but when I go to graph I cant find it anywhere
what am I missing?
what bp are you trying to access it from ?
yea but its not
Hey all,
I am trying to implement a sort of boomerang throwable weapon, where the weapon moves in a circle away from the player and back.
I have created a new actor blueprint class, but am unsure of how to move it is this fashion.
Any help would be greatly appreciated!
You mark it as variablenin top right corner
yes
Not the visibility marker
yes, could be because I define it in c++ before with meta "bindwidget?"
I would probably investigate using a spline for this
class UProgressBar* ProgressBarWidget;``` like this
Possible.. not sure tbh
I found it
hello dear friends!
Actor with box collision somehow triggers event on all clients of session on begin overlap, even server if there is one, even if it is set to owning client ONLY.
don't know where to get from there, it is kind of weird behavior isn't it?
I am not quite new to the replication, but this is slowly driving me insane
idk why its not in variable but gotta search for it here
its working I was just being stupid thank you for help ๐
Is there a way to get a class of a reference when the reference doesn't exist yet?
this fails due to Get Class returning Unknown. I need to manually provide the class for Create Widget function. Any way to take it from the empty variable with a specified type?
Why do you need to get it through a variable when you can manually choose the class in the "Class" property of "Create WBP Options Widget" dropdown ?
What if the class changes? I'd have to manually replace it everywhere
you can right click class and promote to variable, thats the kind of variable you need ?
Yea but then I would have 2 separate variables pointing to "the same" object
Then you can create a variable of type "Class Reference" and use that variable everywhere you want, so you can just modify that variable so it modifies stuff everywhere ?
Yea but then I would have 2 separate variables pointing to "the same" object
What do you mean ?
what are you trying to do here ?
Thanks for the tip!
first variable pointing to the object reference
second variable pointing to the object's class
I have a main menu ui. I want to reference options Widget from Main Menu and vice versa so I wouldnt create more than 1 instance of a BP class
Why would you have the first variable ?
so you have two widgets and you want to reference each other ? put them in the HUD
so you have two widgets and you want to reference each other ?
yes
put them in the HUD
Its main menu panel. Both cant "exist" at the same time
either one or the other
well then can exist, but just not show ?
i'm not sure what you mean, you can create them both in the HUD
and access them from anywhere
and hide/display as needed
what do you mean?
the HUD class, is just a container that can receive as many UI Widgets as you want
i have two widgets in a project, and i just hide one, show the other and vice versa
that would be too much of a hassle I think. I'd rather go with references
it is references, they are just in the HUD so you can access them
I mean one references the other without having to put them in a separate container
I know it would be a noob question but how can i detect the surface angle that i hit? I don't want to jump if the angle is bigger than 80 degrees. How can I do that?
So i don't want to jump on walls
Use the "Hit Normal" instead